I know several people here have mentioned that those that care for keyboard support are a small minority, but I don't actually believe this to be the case.
I've played intermittently for many years, but never spent that long on any given fort, so I consider myself more of a casual dwarf fotress player, and a player more generally who prefers mouse over keyboard in most things. Dwarf fortress is not one of those things. I personally suspect that most players were happy with the idea that mouse support was being added to the existing keyboard options, for those who wanted it. I do not believe that anyone in the player base actually wanted to see keyboard support reduced in any way.
EDIT: Also, the Z-screen is an increadibly valuable tool that I use all the time. I hate to hear that it's gone in the Steam version.
On to an actual question:
The information provided about being able to change the difficulty settings (encounter triggers, wealth, etc.) on embark made me curious about two distinct things. The first was the changing of these setting during an active fort without having to go to save files. Even if this required the game to save, quit, relaunch, and reload, this would be a fantastic storytelling tool, one that is already heavily used by many DF storytellers.
My second thought/question extends on from the first... In the future, could we see these variabes being modified dynamically in the game itself?
This is slightly complex to explain the use-cases of, but I'll try to be conciese...
Certain collections of modifiers could be made and defined as 'Periods'. A 'Period of Peace' might start when there are no wars and most factions have good relations. This period would slightly nudge the conflict rate down by modifying the settings approapriately. Similarly, if relations between many factions are bad, but haven't yet resulted in war, a 'Period of Tension' might occur, which raises the likelyhood of certain kinds of hostilities, reduces the elf-enforced tree-cutting limit, theives are more common, etc. Finally, to continue the example, a 'Period of Conflict' might start when a large number of wars break out, or a lot of sites are conquered, increasing the likelyhood of raids, seiges, and other threats, before things eventually settle down again.
This could later be tied into the economics, job assignments and other systems, so that these things also vary, such as having more guards during a 'Period of Tension' and harsher prison sentances, and weapons and armor being in high demand during a 'Period of Conflict', making them more valuable as trade goods.
Obviously, this is a big, long term kind of thing that would need to be strong enough to be noticable, but also not so strong that it derails things too often. Balancing would be a nightmare.
I'm curious if this kind of abstracted mood or relations layer is something that you have considered, or your thoughts on it more generally?